// Nirma Studio, 2013
// openGL nmLib.h

int nmCircle_grey(int size, float parmix, float parmyg){
    glEnable(GL_POINT_SMOOTH);

    glPointSize(size+10);
    glBegin(GL_POINTS);
    glColor3f(0.3,0.3,0.3);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+8);
    glBegin(GL_POINTS);
    glColor3f(0.7,0.7,0.7);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+6);
    glBegin(GL_POINTS);
    glColor3f(1.0,1.0,1.0);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+4);
    glBegin(GL_POINTS);
    glColor3f(0.7,0.7,0.7);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+2);
    glBegin(GL_POINTS);
    glColor3f(0.3,0.3,0.3);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size);
    glBegin(GL_POINTS);
    glColor3f(0.0,0.0,0.0);
    glVertex2f(parmix, parmyg);
    glEnd();

    glDisable(GL_POINT_SMOOTH);
}

int nmCircle_blue(int size, float parmix, float parmyg){
    glEnable(GL_POINT_SMOOTH);

    glPointSize(size+10);
    glBegin(GL_POINTS);
    glColor3f(0.3,0.1,0.3);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+8);
    glBegin(GL_POINTS);
    glColor3f(0.7,0.2,0.7);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+6);
    glBegin(GL_POINTS);
    glColor3f(1.0,0.3,1.0);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+4);
    glBegin(GL_POINTS);
    glColor3f(0.7,0.2,0.7);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size+2);
    glBegin(GL_POINTS);
    glColor3f(0.3,0.1,0.3);
    glVertex2f(parmix, parmyg);
    glEnd();

    glPointSize(size);
    glBegin(GL_POINTS);
    glColor3f(0.0,0.0,0.0);
    glVertex2f(parmix, parmyg);
    glEnd();

    glDisable(GL_POINT_SMOOTH);
}

int nmRect(float cord1,float cord2,float height,float width){
    glBegin(GL_LINES);
    glColor3f(1.0, 1.0, 1.0);
    glVertex2f(cord1, cord2);
    glVertex2f(cord1 + height, cord2);
    glVertex2f(cord1, cord2);
    glVertex2f(cord1, cord2 + width);

    glVertex2f(cord1 + height, cord2);
    glVertex2f(cord1 + height, cord2 + width);
    glVertex2f(cord1, cord2 + width);
    glVertex2f(cord1 + height, cord2 + width);
    glEnd(); 

    glBegin(GL_POINTS);
    glColor3f(1.0, 1.0, 1.0);
    glVertex2f(cord1 - 0.001, cord2 - 0.0016);
    glEnd();
}

float onscreen_y(float param){
    return (1.0 - float(param / 500)); 
}

float onscreen_x(float param){
    return float(param / 800);
}


